The Gadget System

The gadget system is a way to customize weapons, armor, and equipment to suit a character’s needs. This provides a way for characters to use similar gear and equipment, but each functions or behaves differently. In other cases, it can even make the weapons themselves more effective!

Using the gadget system is a simple matter of mixing and matching various elements of a piece of gear until it fits what is needed. First, pick a base weapon, armor, or piece of equipment. Select a gadget of the appropriate type. Either modify the weapon at purchase, or upgrade an existing weapon, with the new price. Each additional modification incurs an additional cost, as the weapon’s complexity makes it harder and harder to modify.

The cost modifier for a gadget is listed after its name. Unless otherwise stated, special abilities do not actually add to the AC, Attack, or Damage of an item. While the modifiers (+1, +2, +3, etc) do stack, they do so only for finding the price of the item and/or the cost to modify it further. Neither weapons nor shields can have an enhancement bonus higher than +5, although they may continue to me modified up to +10.

The specific prices for modifications are as follows:

Shields and Armor
Item Base Price
+1 1,000 credits
+2 4,000 credits
+3 9,000 credits
+4 16,000 credits
+5 25,000 credits
+6 36,000 credits
+7 49,000 credits
+8 64,000 credits
+9 81,000 credits
+10 100,000 credits
Weaponry
Item Base Price
+1 2,000 credits
+2 8,000 credits
+3 18,000 credits
+4 32,000 credits
+5 50,000 credits
+6 72,000 credits
+7 98,000 credits
+8 128,000 credits
+9 162,000 credits
+10 200,000 credits

Some armor comes with Upgrade Points. These allow a piece of armor to be upgraded for free, although the modifications do effect the overall cost of the item. When designing your armor, Upgrade Points are applied first, and then you pay for any additional abilities afterwards.

Lastly, some items have a 0 (1) designation next to their name. These modifications do not contribute to the item’s modification cost total, nor their ability to be modified further, but do COST as though you were adding it to an existing item. For this reason, most people apply these simple changes first, paying for each as though it were a +1 modification, rather than later when the cost becomes more significant. I.E., adding such a modification to a +5 weapon would still cost as though you were adding a +1 to a +5 item.

Weapon Gadgets

Ammunition Slot +1
A variety of ammunition exists for ballistic weaponry. The ammunition slot takes a standard melee weapon and modifies it to hold a single type of ammunition. The nature of the improvement is such that it automatically reloads. Originally emerging in street fights, this gadget has recently made its way into military usage.
This gadget may be taken multiple times, and each time you may also purchase an ammo type to go with it, effectively making this a +2 enhancement.
Restrictions: Non-energy melee weapon.

Autofire Module +1
Some firearms and energy weapons are capable of firing in single-shot or semiautomatic form only. The autofire module gadget allows these weapons to be fired on autofire.
Restrictions: Ranged weapon without autofire only.

Automated +2
Any ranged weapon that must be mounted on a tripod or similar hard point can be automated. An automated weapon attacks any target that enters a 10-foot-by-10-foot area specified by the person who sets up the weapon. The weapon targets visually, so it cannot attack targets that it cannot see. (For targets using Stealth, assume the weapon has a Spot modifier of +0)
A standard automated weapon attacks once per round at a +10 attack bonus.
Restrictions: Mounted ranged weapons only

Booby Trapped 0(1)
Any weapon with this gadget is designed to function properly only for the owner or owners of the weapon, or for a particular group of characters. If an unauthorized character picks up or attempts to use the weapon, a special trap is immediately triggered. After a trap is triggered, only an authorized user can reset the weapon to its normal state.
You may choose from one of the following traps:
Barbs: The weapon rapidly projects spikes or blades from its grip, dealing 1d6 points of damage to the user each round the weapon is held.
Electric Shock: Power cells in the weapon’s grip discharge and deal 1d6 points of electricity damage to the user.
Stun Bolt: A stun shock(Fortitude save DC 15) is discharged from a special nozzle built into the weapon.
Restrictions: None
Special: While a booby trapped weapon does not contribute to the weapon’s difficulty to be modified later, it costs as though it were a +1 modification.

Collapsible 0(1)
In situations that call for stealth and deception, it is of great value to be able to separate an item into its parts and transport them in their broken down state. A weapon that makes use of the collapsible gadget is easily disassembled and reassembled at a moment’s notice. Breaking down a weapon into its individual parts requires a full-round action, while reassembling them in the correct order takes another full-round action. In its disassembled state, a weapon is not easily identified; a Knowledge(technology) check(DC 17) is required to identify a collapsed weapon for what it really is.
Restrictions: None

Electrified +2
The weapon is attached to a power source. On a successful hit, the target takes 4d6 points of electricity damage as well as the damage dealt by the weapon. Ranged weapons are not affected by this gadget.
Restrictions: Melee weapons only

Enhanced Ammo: Bane +1
Bane ammunition excels against attacking a specific type of enemy. Against its designated foe, its effective attack bonus is +2 higher than its normal bonus, and it deals an extra 2d6 points of damage against the foe.
Restrictions: Ammo-using weaponry only.

Enhanced Ammo: Cryo +1
This weapon’s ammunition has been modified such that it deals 1d6 additional points of frost damage per attack. You can switch to normal ammunition as though you were reloading.
A target that is reduced below 0 with this ammo is frozen, paralyzed, and automatically stabilizes. Left alone, they will thaw out in one hour.
Restrictions: Ammo-using weaponry only.

Enhanced Ammo: Flaming +1
This weapon’s ammunition has been modified such that it deals 1d6 additional points of fire damage per attack. You can switch to normal ammunition as though you were reloading.
A target that is reduced below 0 with this ammo cannot automatically stabilize and continues to take 1 point of fire damage per round as though they were bleeding. They must make a DC 15 Reflex save to put out the flames on themselves, though they cannot resist the first round of damage.
Restrictions: Ammo-using weaponry only.

Enhanced Ammo: Shock +1
This weapon’s ammunition has been modified such that it deals 1d6 additional points of electrical damage per attack. You can switch to normal ammunition as though you were reloading.
A target that is reduced below 0 with this ammo is stunned. They must pass a DC 20 Fort Save to resist this stun on subsequent rounds, but cannot resist the initial round.
Restrictions: Ammo-using weaponry only.

Enhanced Ammo: Seeking +1
Seeking ammunition can account for obstructions, reducing concealment by one step. The attacker must still have line of sight on their target(so Total Concealment still applies). The attacker must also aim at the correct target- Seeking ammo fired into an empty square will not veer and hit nearby enemies.
Restrictions: Ammo-using weaponry only.

Enhanced Ammo: Thundering +1
A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. It deals 1d8 points of sonic damage on a successful critical hit, and an extra d8 for each critical multiplier above x2.
Subjects dealt a critical hit by a thundering weapon must make a DC 16 Fortitude save or be deafened permanently.
This ammo overrides other effects that might silence it.
Restrictions: Ammo-using weaponry only.

Enhanced Ammo: Flaming Burst +2
Flaming burst ammunition functions in the same fashion as Flaming ammunition, with the exception that it also explodes upon a successful critical hit. In addition its normal damage, it deals an additional 1d10 points of fire damage on a successful critical hit. Weapons with higher multipliers gain an additional die of damage for each modifier above x2.
Restrictions: Ammo-using weaponry only.

Enhanced Ammo: Icy Burst +2
Cryo burst ammunition functions in the same fashion as Icy ammunition, with the exception that it also explodes upon a successful critical hit. In addition its normal damage, it deals an additional 1d10 points of frost damage on a successful critical hit. Weapons with higher multipliers gain an additional die of damage for each modifier above x2.
Restrictions: Ammo-using weaponry only.

Enhanced Ammo: Shocking Burst +2
Shocking burst ammunition functions in the same fashion as Shocking ammunition, with the exception that it also explodes upon a successful critical hit. In addition its normal damage, it deals an additional 1d10 points of electrical damage on a successful critical hit. Weapons with higher multipliers gain an additional die of damage for each modifier above x2.
Restrictions: Ammo-using weaponry only.

Extended Range +1
The range of the weapon is doubled.
Restrictions: Ranged weapons only.

Improved Accuracy +1
Through rifling, laser rangefinding, and microcomputer targeting, this gadget improves the accuracy of a ranged firearm, granting a +1 equipment bonus on attack rolls. This gadget can be selected for the same weapon multiple times.
Restrictions: Ranged weapons only

Improved Damage +1
This gadget increases the bore of a projectile weapon’s barrels or improves the output of an energy weapon, adding 1 to the weapon’s damage. This gadget can be selected multiple times.
Restrictions: Ranged weapons only

Improved Penetration +1
Utilizing high-frequency bursts, shots from this weapon reduce the effectiveness of armor. When fired at an opponent wearing any type of armor, the attack receives a +2 bonus. It has no benefit against targets that are not wearing armor.
Restrictions: Ranged weapons only.

Improved Rate of Fire +3
This weapon’s firing method has been greatly improved, and the first shot of each round is fired so quickly that the user can make an additional attack at her full attack bonus during the full attack action. This does not increase the weapon’s actual rate of fire.
Restrictions: A weapon that can fire more than once per round.

Improved Stopping Power +2
By employing better ammunition or diffusion crystals, this gadget allows ranged weapons to produce significantly greater damage output. This gadget adds 1 die to the weapon’s damage(increased damage from 2d8 to 3d8, for example).
Restrictions: Ranged weapons only.

Integrated Equipment +1
A particular piece of nonweapon equipment has been integrated into the weapon and can be used by the weapon’s bearer at any time. This gadget is often used to give ranged weapons features like glow-lamps or flares, though it is not limited to those applications. Some weapons may use the integrated equipment gadget to incorporate a small computer or sensor module, reducing the amount of equipment the character has to carry.
When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not it may be physically separated from the base weapon or not at the time of purchase. This gadget may be purchased multiple times, each time adding a single piece of equipment to the base model.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the weapon, before the modification is made. In addition, only equipment one size category or smaller can be integrated into the weapon.

Keen +1
This weapon enhancement doubles the threat range of a melee weapon to which it is applied. The weapon is given subtle (or not-so-subtle) modifications that make each hit it deals that much more effective, such as serrated edges.
Restrictions: Melee weapons only.

Motion Sensitive +1
Motion-sensitive weaponry attacks any target moving faster than 5 feet per round. The weapon’s user chooses a 10-foot-by-10-foot area for the weapon to cover; any eligible target in the area causes the weapon to attack. (For targets using Stealth, assume the weapon has a Spot modifier of +0)
Restrictions: Grenades, mines, or automated ranged weapons only.

Phased Edge +4
While ranged weapons have taken the forefront of battle, melee weapons still have their place. This gadget subtly changes the molecular composition of the blade when used, allowing it to pass right through most armor entirely. The blade’s phasing is specifically intended for armor, and does not grant it any special abilities against an enemy who might also be phased.
This does not change its weight, and Phased Edge weapons give off a faint blue glow.
Restrictions: Melee weapon only.

Plastic +1
The weapon is made with high-impact plastic parts, rather than metal. It does not register to metal detection scans(though it does register to X-rays). The weapon has a hardness of 2 and half its normal hit points.
Restrictions: None

Scope, Rangefinding Laser +1
What makes the rangefinding laser scope gadget so valuable is that it serves two purposes. First, a weapon with this gadget increases its range increment by one half(multiply by 1.5) and attack bonus by 1. Additionally, the scope also sends out an invisible laser that can determine the exact range to a target, and then relay that information via computer link. If that information is relayed to another weapon with the rangefinding laser targeting the same character or object, the second attacker gains a +1 equipment bonus on his first roll against the target. This allows multiple characters with rangefinding laser scope gadgets to triangulate the exact position of a target and ensures greater accuracy.
Restriction: Ranged weapons only.

Sound-Activated +1
Sound-activated weaponry attacks any target that makes noise. The weapon’s user chooses a 10-foot-by-100-foot area for the weapon to cover; any eligible targets in the area cause the weapon to attack. The weapon targets via audio, so it cannot attack targets that it does not hear.(For targets using Stealth, assume the weapon has a Perception modifier of +0)
Restrictions: Grenades, mines, or automated ranged weapons only

Sound Suppressor 0(1)
Similar to the technology that produced the silent suit, the sound suppressor gadget is the replacement for the silencers of the modern era. Since energy weapons cannot make use of the traditional silencers found on most ballistic weapons, the sound suppressor was developed to take over this function with almost any weapon.
The sound suppressor generates a field of sonic energy that cancels the sound produced within the field, reducing weapon firing noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing.
Restrictions: Ranged weapons only.

Spring-Loaded 0(1)
Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment’s notice. The spring-loaded gadget ensures that small weapons can remain hidden under layers of clothes or armor and still be called to action at any time. The bearer of a weapon with this gadget automatically gains the benefits of the Quick Draw feat with this weapon only, even if the weapon is hidden from sight on that character’s person.
Restrictions: Weapons of size Small or smaller only.

Stun Module 1,2,+3
One advantage of energy weapons over their ballistic and physical counterparts is that they are capable of altering their own output on the fly. With the stun module gadget, this means that an energy weapon can be used to apply nonlethal force. The stun module is an alternate firing mode; switching to or from stun mode is a free action(just like changing rate of fire). Whenever a character fires a weapon set to stun and successfully hits the target, the target must make a Fortitude save(DC determined by cost) or be stunned for 1d4 rounds.
Restrictions: Energy weapons only.
Purchase Modifier: +1(Fort DC 12); +2(Fort DC 15); +3(Fort DC 18)

Variable Charge +2
As with the stun module gadget, the variable charge gadget takes advantage of an energy weapon’s ability to modify the damage caused by its own shots. This gadget gives the user the ability to “power up” his or her shots by focusing more energy into a single blast. A weapon with the variable charge gadget may be primed as an attack action, increasing the damage of its next shot by +1 die. For example, a weapon that normally deal 2d6 points of damage deals 3d6 points of damage after being primed for one round. A weapon may be primed for up to three rounds. If primed for more than three rounds, it becomes unstable; on the fourth round the weapon must be fired or else it explodes and deals the fully charged damage(normal weapon damage, +4 dice) to the user. When this occurs, the weapon is completely destroyed.
Restrictions: Ranged energy weapons only.

Voice-Activated 0(1)
Voice-activated weaponry allows the wielder to switch between firing modes(including activating or deactivating the safety) as a free action, even without the use of one’s hands, and including when the weapon is out of one’s hands. A voice-recognition chip can be installed (at an additional cost) to ensure that only the weapon’s registered owner can issue commands to the weapon.
Restrictions: Ranged weapons only
Purchase Modifier: (1), (2) with voice chip

Voice Recognition System 0(1)
A countermeasure commonly built into weapons is the voice recognition system gadget. It requires any user to speak a command word to unlock the weapon before it can be used.
Restrictions: None

Armor Gadgets

Armorflex +2
Armorflex is a treatment that can be applied to a set of armor that causes it to react to variations in electrical current, rendering the armor either soft and pliable, or hard and rigid. As a move action, the wearer can adjust the armor’s equipment bonus to AC, at the same time altering the armor’s maximum dex bonus and armor penalties by the same amount, to a minimum of 0 in any of these values. For example, you could dial your armor’s AC down by 1, increasing it’s max Dex bonus by 1 and reducing its armor penalty by 1.
Restrictions:

Concussive Plating +1
Concussive plating blunts the force of incoming physical damage by instantly generating a small, controlled explosion at the point of impact. This gadget provides DR 2 against ballistic damage or bludgeoning damage.
Restrictions: Medium, heavy, or powered armor only.

Elemental Resistance +1, +2, +3
Certain armors are crafted to withstand extreme conditions. At the time this is applied, choose a type of element (fire, ice, electricity, sonic, acid). The armor gains an amount of energy resistance depending on the bonus you purchase, such that a +1 provides 10 resistance, and a +2 provides 20.
Restrictions: None.

Environment Seal 0(1)
Since many armors are designed with a particular environment in mind, this gadget provides the wearer protection from harsh conditions. This gadget transforms any armor into a stable and insulated artificial environment. This provides the wearer with the right amount of breathable air and external pressure to survive for up to either hours. Only certain types of armor can handle this modification and those that do usually integrate a sealed helmet, body glove, and emergency air tanks to generate internal atmosphere.
Restrictions: Medium, heavy, or powered armor only.

Extra Manipulator +2
In rare circumstances, a set of power armor will be equipped with one or more additional arms. A character is not naturally proficient at using such manipulators, and thus takes a -4 penalty with all actions performed by them. The arm is strong enough to wield an object of Medium size or smaller, and weighs 25 lbs.
An extra manipulator may be used to wield a weapon. When attacking with the weapon as part of a full-attack action, the weapon is fired at the character’s lowest attack bonus in the round. Extra manipulators cannot be used to perform special attack options, such as a double tap or strafe.
Extra manipulators are particularly good at assisting their operator in technical tasks, and provide a +2 circumstance bonus as though the player was under the effects of Aid Another. In this manner, the manipulator holds tools or supplies and even performs delicate work under its operator’s watchful eye.
Most extra manipulators are robotic arms or cybernetic arms that have been bolted onto an existing set of armor, and make use of the suit’s power supply.
Characters can take this gadget up to two times.
Restrictions: Powered armor only

Graphic Weave 0(1)
Graphic weave changes the color of the wearer’s clothing and can be programmed to mimic the appearance of a different cut of clothing, though the actual cut doesn’t change.
Activating a change in the graphic weave is a move action. Changing the apparent cut of the clothing grants the wearer a +1 circumstance bonus on Disguise checks. In certain circumstances, it may also be used to grant up to a +2 on Stealth checks. Programming unusual patterns into the clothing requires a DC 15 Computer Use check.
Restrictions: Light armor or Reactive Suit only

Gravity Anchor +1
With space combat almost as common as ground combat, armor manufacturers seek to make their armor more useful in both environs. One such enhancement is the gravity anchor gadget, which generates a field of artificial gravity around the armor’s wearer. In low gravity and zero gravity conditions, the gravity anchor can be activated to give the wearer the benefits of full gravity in any situation. Characters with this gadget are unaffected by low gravity and zero-g conditions.
Restrictions: None

Gravlight System +2
Gravlight systems use gravitonic capacitors to counterbalance the weight of armor, making it more comfortable to wear and more maneuverable. Armor equipped with gravlight systems has its nonproficiency bonus and maximum Dexterity bonus increased by 1, and its armor penalty reduced by 2. The wearer’s speed also increases by 5, to a maximum of his normal base land speed. Lastly, the armor’s weight is halved.
Restrictions: None

Increased Range of Motion +1
Advances in armor articulation grant the wearer a bit more flexibility, increasing the armor’s maximum Dexterity bonus by +1. This can be selected multiple times, up to a maximum Dexterity bonus of +5.
Restrictions: None

Improved Damage Reduction +2
Additional layers of lightweight plating are added onto existing armor, increasing the armor’s existing DR by 2. This stacks with class-granted benefits.
This gadget may be taken twice.
Restrictions: Medium, heavy, or powered armor with a DR rating.

Improved Defense +1
Incorporating puncture and energy-resistant weave, armor with improved defense gains a +1 increase to its AC bonus. This gadget can be selected for the same armor multiple times, up to a max AC bonus of 10.
Restrictions: None

Integrated Equipment 0(1)
A particular piece of nonweapon equipment has been integrated into the armor and can be used by the armor’s wearer at any time. This gadget is often used to add features such as glow-lamps or duracable to armor, though it is not limited to those applications. Indeed, some armors are intended to make their wearers into independent one-person armies, and sport a dozen or more such equipment integrations.
When selecting this gadget, choose a piece of equipment. That equipment is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the equipment can be physically separated from the base armor or not at the time of the purchase. This gadget may be selected multiple times, each time adding a single piece of equipment to the base model.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the armor, before the modification is made.

Improved Dexterity +2
The addition of improved signal-filters, higher-speed data cables, and/or manually tuned servomotors improves the Dexterity bonus of a set of Power Armor or Reactive Suit by 2.
This bonus may be taken up to 3 times.
Restrictions: Power armor or Reactive suit with a Dexterity bonus only.

Improved Strength +2
By using improved servomotors, adding additional muscle cable, or other technology, the Strength bonus of a set of Power Armor or Reactive Suit is improved by 2.
This bonus may be taken up to 3 times.
Restrictions: Power armor or Reactive Suit with a Strength bonus only.

Integrated Weapon 0(2)
Some armors are designed with specific combat purposes in mind and build in certain weapons as standard equipment. Examples run from a pair of pop-out wrist blades to shoulder-mounted plasma cannons. Additionally, many armors link their weapons to integrated heads-up displays, turning the user into a walking combat machine.
When selecting this gadget, choose a single weapon. That weapon is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the weapon may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base armor.
Restriction: The character must also purchase the weapon to be integrated separately from the base armor, before the gadget modification is made. Also, the weapon must be of the same size or smaller as the user/armor it is being integrated into.

Leg Boosters +2
Leg boosters are a simple but straightforward approach to the problems presented by difficult terrain and space combat. They provide a number of benefits in many situations, but require a short recharge period between uses.
Benefits: Once every five minutes, you may use one of the following abilities:
Jump Assist: You fire your leg boosters as you jump, granting you a +20 circumstance bonus to jump checks.
Dash: While moving, you activate your leg boosters to greatly enhance your speed. This doubles your movement speed, but you may only move in a straight line while using Dash.
Stabilizers: You can fire your boosters while weightless to make quick changes to your direction, granting you a +5 bonus to Reflex saves as an immediate action.

Neg-Grav Boosters 0(1)
Working by creating a low-gravity field around the user and counteracting the effects of gravity, Neg-Grav boosters allow characters to jump to incredible heights. Any armor with this device grants a +10 bonus on all Jump checks in any situation where gravity is a factor.

Phase-Locked +2
Phase-locked armor prevents effects that would otherwise ignore armor bonuses. Against a Phased Edge weapon, the weapon’s gadget that allows it to bypass AC would instead be treated like a normal weapon for the purpose of resolving attack rolls.
Restriction: Can only be attached to medium or better armor.

Segmented +1
Armor segmentation allows armor to move with the wearer, rather than the wearer learning to move with the armor. This benefit reduces the wearer’s armor penalty to 1, to a minimum of +0. This can be selected up to 3 times, to a minimum of +0.
Restriction: None

Storage Compartment 0(1)
A simple but often overlooked modification that can be of great benefit in almost any situation is the ability to store and carry small items in a safe place. This gadget accomplishes just that, incorporating an empty space where objects can be carried by the wearer with relative ease. Each compartment allows the wearer to carry two items of size Small or smaller in a container built into the armor. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.
Restriction: None

Voice-Activated 0(1)
Voice-activated armor allows the wearer to activate various functions of the armor (such as environment seal, integrated equipment, and so on) as a free action, even without the use of one’s hands, and even when the armor is out of one’s hands. A voice-recognition chip can be installed (at an additional cost) to ensure that only the armor’s registered owner can issue commands to it.
Restriction: None

Equipment Gadgets

HUD Software, Biosensor +2
A piece of software for the heads-up display device, biosensor software allows the wearer of the HUD to identify potential weaknesses in enemies. When worn, the biosensor software integrates elements of the medicomp sensor(though the sensor itself is not required) and can identify exactly how many hit points a target has left. Initiating this scan requires a full-round action, however, as the target must be kept precisely within the sensor’s range for the duration of the scan.
Restrictions: Heads-up displays only.

HUD Software, Sensor Link +1
A piece of software for the heads-up display device, the sensor link allows the user to directly link any computer sensor to the HUD. As a result, any sensor can be used hands-free as a free action, provided they are present on the character’s person.
Restrictions: Heads-up display only

HUD Software, Targeting +1
A piece of software for the heads-up display device, targeting software links directly to a ranged weapon’s video scope. This allows the character to see exactly what the video scope displays without having to look at the weapon. The character may fire around corners without exposing himself as normal. The software also grants a +1 equipment bonus on ranged attacks using the weapon to which it is connected.
Restrictions: Heads-up display only, requires weapon with the video scope gadget.

HUD Software, Vehicle Link +1
A piece of software for the heads-up display device, the vehicle link allows the onboard computer system of any vehicle to be displayed on the HUD. This grants a +1 equipment bonus on all Drive or Pilot checks made on a vehicle linked to the device.
Restrictions: Heads-up display only, requires vehicle with onboard computer system.

Cybernetic Gadgets

Booby Trapped 0(1)
Any cybernetic device with this gadget is designed to function properly only for the recipient. If an unauthorized character picks up or attempts to use the weapon, a special trap is immediately triggered. After a trap is triggered, only an authorized user can reset the device to its normal state.
You may choose from one of the following traps:
Barbs: The cybernetic device rapidly projects spikes or blades from its grip, dealing 1d6 points of damage to the user each round the weapon is held.
Electric Shock: Power cells in the cybernetic device discharge and deal 1d6 points of electricity damage to the user.
Restrictions: None

Compact +2
By eliminating wasted space and using smaller components, some engineers are capable of producing cybernetic devices far smaller than their standard counterparts. Any cybernetic device that takes more than one implant slot is reduced by one slot by including this gadget. A device cannot be compacted more than once.

Inobvious +1, +2
An inobvious cybernetic device doesn’t look like a cybernetic device when not in use. Cybereyes appear to be nothing more than normal eyes, cyberlimbs show no sign of enhanced power or function, and even dermal armor is streamlined enough to not change the recipient’s shape. A DC 25 Perception check is required to realize the recipient has a cybernetic device, and even then its exact function is not obvious until it is used.
Obviously, there are limits to what can be hidden. No externally mounted cybernetic device can be inobvious, and no amount of camouflage will hide abnormal strength or agility.
Normal camouflaging for cybernetic devices applies only to casual, visual inspection. For an additional +1, the cybernetics can also be protected against detection or scanning(such as metal detectors and x-rays), although a thorough medical examination will still reveal them.

Storage Compartment +1
A cybernetic implant can have an internal storage compartment built into it. Each compartment can hold a single object of Small size or smaller. The recipient can remove objects from the compartment easily, but anyone attempting to do so against his will must both successfully pin the recipient and beat him at an opposed Strength check. Objects kept in cybernetic storage compartments gain a + 4 bonus on checks made to conceal them. Removing an object from a cybernetic storage compartment is a move action that provokes attacks of opportunity. A compartment can also be made into a weapon bin (at no additional cost). This allows it to hold a single type of weapon, which can be removed in the same way a weapon is drawn (a move action that can be combined with movement, and does not provoke attacks of opportunity).
For an additional cost (+1 to the purchase modifier), a compartment can be spring-loaded. A single object can be removed from a spring-loaded compartment as a free action.

Ultralight Composition 0(1)
The development of new and experimental alloys constantly allows cybernetic technology to advance to the point where once bulky and heavy devices become as lighter than the flesh-and-blood organs they displace.
Each implant slot worth of cybernetics with this gadget reduces the recipient’s weight by 10% (to a minimum of 60%), and grants the recipient a +1 bonus on Acrobatics checks. Thus, a 85-pound human with four implant slots of ultralight composition devices weighs only 111 pounds, and gains a +4 bonus on Acrobatics checks.

The Gadget System

Blueshift DeuxExe